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This is it - the definitive rulebook for the Kingdoms of Kalamar
campaign setting, and a must have for players and Dungeon Masters of any
D&D (v3.5) campaign. Not only is the Player's Guide to the
Sovereign Lands loaded with expanded and updated material, this
275-page searchable PDF supplement also includes a vast amount
of new background details and game mechanics!

Chapter One details 28 player character
races, including a variety of humans, dwarves, elves, gnomes,
half-elves, half-hobgoblins, half-orcs, halflings and hobgoblins! Also included
are details on languages, naming conventions and other vital statistics.

Chapter Two discusses the 7 variant
classes, introducing the Basiran dancer, brigand, gladiator,
infiltrator, shaman, spellsinger and watchman. This chapter also provides pages
of new and helpful advice on making, playing and adapting each of these variant
classes, as well as detailing daily life, organizations, sample encounters and
more!

Chapter Four details a multitude of new Craft,
Knowledge, Profession, and Speak Language skills, as well as
new uses for existing skills and a variant language
skill system!

Chapter Five includes over 100 feats,
including not only general feats, but also familiar, item creation, metamagic,
psionic, regional and special feats!

Chapter Six provides immense background for your
character’s religion, with names, alignments, churches, favored
weapons, symbols, and divine focuses! Also included are full details on
religious canons, information on advancing within the ranks of the church,
weapons of the deities, the divine right of kings, a wide variety of divine
channeling powers, and more!

Chapter Seven presents equipment, including
alchemical mixtures, clothing, herbal concoctions, poisons, slaves (a common
sight in some areas of Tellene), tools and related gear, 20 weapons, 8 types of
ammunition, 13 armors, and a discussion of the coinage of Tellene!

Chapter Nine discusses adventuring in the Sovereign
Lands, with an overview of the six major regions, their kingdoms,
independent cities and known adventure locations. Also included are guides to
travelling the roads and waterways of Tellene, as well as hiring transportation
and purchasing lodging. This section also delves into common diseases and how to
handle player character nobility in each land.

Chapter Ten details 43 unique domains, over 125
spells, the scalable spell type, and discusses how the
arcane spellcasters of the Sovereign Lands differ from those in other core
D&D books.

Chapter Eleven presents dozens of new magic
items, including 18 magic armors and weapons (along with 12 new special
abilities), plus over a dozen rings, rods, and staves, with 36 wondrous items
and 6 cursed items, plus 4 artifacts!

The Appendices cover the glossary, d10,000 place of
origin tables for each race, and a player character record sheet
designed especially for your Kingdoms of Kalamar character!

Although easily converted for use in any Dungeons & Dragons
setting, this book is designed to be used with the Kingdoms of Kalamar
campaign setting - a realistic, dynamic world where complex political alliances
mix with marauding bands of humanoids, and medieval technology and culture come
faces to face with magic and the fantastic. Whatever type of adventure you seek,
you can find it here.

To use this campaign supplement in a Dungeons & Dragons v3.5
game, you also need a copy of the Player's Handbook, the Dungeon
Master's Guide, and the Monster Manual. You can also find further
detail on the Kingdoms of Kalamar campaign setting in the Kingdoms
of Kalamar campaign setting sourcebook, the Kingdoms of Kalamar
Player's Primer and our many other fine sourcebooks and adventures.

Note: Unlike the original 272-page Kingdoms of Kalamar Player’s
Guide (v3.0), the 275-page Player’s Guide to the Sovereign Lands
(v3.5) PDF contains no material reprinted from other D&D sources!
That's right, this release contains over 80 pages of information
that never appeared in the 3.0 version, including all
five hobgoblin subraces, tons of new information on the variant classes,
the new watchman class and 43 unique domains, plus new skills,
feats, weapons, armor, equipment, career paths, spells, and
more!

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